Toribash
Originally Posted by Dodekus View Post
A next level button?
Shouldn't you come to the next level if you manage to beat the current level? If you had read the first post, you'd know that the shop appears in between levels, allowing you to purchase upgrades and spend skillpoints. The "next level" button simply starts the new level, nothing exploitable about that.

Also, what program/language are you using to create the game? It's written in the post right above yours. Game Maker 8. :U

@digest: Cheats may happen later in the development. It's been far too long since i saw a game with traditional cheat codes. All we have nowadays are those trainers made by the players, but nothing from the developer side. :c (with a few exceptions of course, but the majority of these are indie games)

[/laptopinbedtime]
<Blam|Homework> oiubt veubg
various places to find me lol
Thanks a lot.
You'll see a difficulty option later, don't worry. Also, you're currently not properly equipped to deal with the boss. The shop will take a while to implement (lots of sprites and coding), but once i do, the fight should be a tad easier.

@pleasu: Glem ikke oversættelsen for dem der ikke kan forstå dansk. :U (Don't forget the translation for those who can't understand Danish)
The next demo will be in... Uhh... I dunno. The shop is a daunting task (upgrades galore), so it will either be before July 8th or after July 25th. Why the gap? Because i'm in Spain from the 8th to the 25th, and i can't really do any development there. :U

Meanwhile, i've added LAZER TRAILS PEW PEW PEW



You don't notice them being off center in game. Also, they make the bossfight a lot cooler.
<Blam|Homework> oiubt veubg
various places to find me lol
Thanks.
Also, i'm talking about the current boss. Due to the lack of shop and leveling up, the boss is more than one tier above you, especially when the big lasers have had a bit of randomness introduced in their firing. As it is now, the players hitbox is just small enough to go in between both big lasers, though this is a very risky tactic, as it exposes you to the full brunt of the autotracking lasers for a while. Though the small lasers won't kill you as quickly as the big ones, they most certainly will destroy you before you destroy the boss. The damage is something like 15 per second out of your 100, and you currently deal 10.5 per second out of its 80.

...

Of course i started rambling again. Anyways there will be a pause button in the next demo.

@Infern0o: Sounds like a decent idea. The problem, however, is that some levels will take longer than others. Right now, level 3 takes longer than level 1, because there are turrets at the end of the level, which will postpone the score tally till they are destroyed.

@Xilitor: Though i can't possibly see why anyone would want to disable that sweet music, i'll make an options screen like that if possible. But only if there is an easy way.
<Blam|Homework> oiubt veubg
various places to find me lol
See the FAQ i just added in the first post. :U

@Ghiita: Aye, the boss was a pushover in the first two demos, but from the third demo and onwards it received a BIG upgrade, namely its autotracking lasers. It still has a weakness, but it's much harder to exploit. :>
Also, the fifth demo will come with yet another upgrade for the boss, which is simply a bit of randomness in the firing of the big lasers. Previously, there was this rhythm that you could follow and thus potentially defeat the boss without taking a hit (it's possible but really really hard), which was due to the constant rate of fire for the big lasers. With a somewhat random interval between firing, you have to depend more on your reflexes to avoid the big lasers, which is notably harder than following a rhythm.

...

Yeah.
<Blam|Homework> oiubt veubg
various places to find me lol
Originally Posted by Digest View Post
I hate that enimies shoot straight.
And the ship needs to move side to side.

Play moar before complaining. Both your complaints are addressed by level 3. Yellow Wedges move side to side, alien sentries aim directly at your position (even from behind), and you can be damned sure that there will be much more interesting enemies later. The first few enemy types are bound to be simple, because they are the first enemies you encounter, and i don't want the learning curve to be too steep. If i get around to making it later, you'll even have to deal with enemies that circle-strafe you, along with spread-fire enemies and ships that can kill you with a single shot. Possibly also kamikaze enemies that will home in on your position and crash right into your face for major damage. Red Wedges, anyone?

@Ghiita: Thanks for defending me, but you don't need to chastise him for voicing his opinion. :U
Also, regarding the lasers, yeah. They're fired at your anticipated position if you're on the move, but if you stop, they'll miss you by a mile. That's the main weakness of the boss, which is somewhat balanced out by the big lasers. While they probably won't hit as often, they cause MUCH more damage than the small lasers, and so remains a big threat. Especially after randomizing the firing delay a little. (Varies by up to a second now)

@Shortyish: Keep it civil bro. Don't want no flamewars in here.
<Blam|Homework> oiubt veubg
various places to find me lol
double post wrf

Anyways, i managed to make enough stuff for a new demo to be released. Go get it heeeeeeeeeeere. New features:

- Music no longer cut off, resulting in bigger filesize
- Loads of new visual effects, such as screen flashes, proper death explosions (kinda) and laser trails
- A custom icon (kinda temporary)
- Added cash, XP and levels, but currently without any function other than looking good
- Modified HUD to include the above
- ... Nothing more

It's all about the flashy effects. Srsly. Didn't have enough time to add the shop. Or level 4. Ehh. That'll be a few weeks later. =P
<Blam|Homework> oiubt veubg
various places to find me lol
Shook, I just had a brainstorm. In other games like this, usualy like items/powerups fall from the sky and you have to collect it. Whynot have one special enemy ship and if you destroy you get a powerup.

Powerups such as: 2 Weapons, Health, momentary invinsibility, armor, 3 weapons, etc....
fl0w. Logo Designer, PM me.
Sorry 'bout not having time to address you all, but i just had to write this down. WarMedic, you're actually pretty close to the "powerup" system i've envisioned during this vacation. What i'm thinking is this: Instead of collecting ammo for individual special weapons, you collect "supercharges", which, when used, will fire off a massively powerful version of your current weapon. For instance, if you had a beam weapon, the supercharge would make it fire a HUGE beam that does crazy damage to everything in a line. Other powerups like those you mentioned aren't guaranteed to be included, as many of them can be bought in the shop. Things like double/triple shot, shields and maybe regeneration will be available for a price, though these will obviously be very expensive.
As for the getting of supercharges, they can either be dropped randomly, or from randomly selected foes that will be supercharged themselves. Supercharged enemies would be really tough and dangerous, but the reward of killing them is well worth it, namely a supercharge plus a fuckload of points, cash and XP.

That's all for now. I'm still in Spain so i can't really do anything, even if i wanted to. :U
<Blam|Homework> oiubt veubg
various places to find me lol